infantry squads; a bit tight at the moment.

This commit is contained in:
Chris Forbes
2009-11-01 13:15:23 +13:00
parent dbef9e4a45
commit 783b9e9f5f
8 changed files with 115 additions and 12 deletions

View File

@@ -38,7 +38,7 @@ namespace OpenRa.Game.GameRules
public readonly string[] Prerequisite = { };
public readonly string Primary = null;
public readonly string Secondary = null;
public readonly int ROT = 0;
public readonly int ROT = 255;
public readonly int Reload = 0;
public readonly bool SelfHealing = false;
public readonly bool Sensors = false; // no idea what this does
@@ -67,6 +67,7 @@ namespace OpenRa.Game.GameRules
public readonly bool FraidyCat = false;
public readonly bool Infiltrate = false;
public readonly bool IsCanine = false;
public readonly int SquadSize = 1;
public InfantryInfo(string name) : base(name) { }
}

View File

@@ -129,6 +129,7 @@
<Compile Include="Graphics\TreeCache.cs" />
<Compile Include="Traits\AttackTurreted.cs" />
<Compile Include="Traits\Building.cs" />
<Compile Include="Traits\InfantrySquad.cs" />
<Compile Include="Traits\McvDeploy.cs" />
<Compile Include="Traits\Mobile.cs" />
<Compile Include="Traits\RenderBuilding.cs" />

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@@ -0,0 +1,94 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
using IjwFramework.Types;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits
{
class InfantrySquad : ITick, IRender
{
readonly List<Soldier> elements = new List<Soldier>();
readonly int2[][] elementOffsets = new []
{
new int2[] {},
new [] { new int2(0,0) },
new [] { new int2(-5,-5), new int2(5,5) },
new [] { new int2(-6,5), new int2(0, -5), new int2(6,4) }, /* todo: move squad arrangements ! */
};
public InfantrySquad(Actor self)
{
var ii = (UnitInfo.InfantryInfo)self.unitInfo;
for (int i = 0; i < ii.SquadSize; i++)
elements.Add(new Soldier(self.unitInfo.Name,
self.CenterLocation.ToInt2() + elementOffsets[ii.SquadSize][i]));
}
public void Tick(Actor self)
{
for (int i = 0; i < elements.Count; i++)
elements[i].Tick(
self.CenterLocation.ToInt2() + elementOffsets[elements.Count][i]);
}
public IEnumerable<Pair<Sprite, float2>> Render(Actor self)
{
return elements.Select(
e => Util.Centered(e.anim.Image, e.location))
.OrderBy( a => a.Second.Y ); /* important to y-order elements of a squad! */
}
}
class Soldier
{
public Animation anim;
public float2 location;
string name;
int facing = 128;
string currentSequence;
void PlaySequence(string seq, bool isFacing)
{
if (currentSequence == seq) return;
currentSequence = seq;
if (isFacing)
anim.PlayFetchIndex(seq, () => facing / (256 / anim.CurrentSequence.Length));
else
anim.PlayRepeating(seq);
}
public Soldier(string type, int2 initialLocation)
{
name = type;
anim = new Animation(type);
anim.PlayFetchIndex("stand",
() => facing / (256 / anim.CurrentSequence.Length) );
location = initialLocation;
}
public void Tick( int2 desiredLocation )
{
anim.Tick();
var d = (desiredLocation - location);
var speed = ((UnitInfo.InfantryInfo)Rules.UnitInfo[name]).Speed / 2;
facing = Util.GetFacing(d, facing);
if (float2.WithinEpsilon(d, float2.Zero, .1f))
PlaySequence("stand", true);
else
PlaySequence("run-" + (facing / 32), false);
if (d.Length > speed)
d = (d.Length / speed) * d;
location += d;
}
}
}

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@@ -17,15 +17,9 @@ namespace OpenRa.Game.Traits
/ (256/anim.CurrentSequence.Length));
}
protected static Pair<Sprite, float2> Centered(Sprite s, float2 location)
{
var loc = location - 0.5f * s.size;
return Pair.New(s, loc.Round());
}
public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
{
yield return Centered( anim.Image, self.CenterLocation );
yield return Util.Centered(anim.Image, self.CenterLocation);
}
}
}

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@@ -23,11 +23,11 @@ namespace OpenRa.Game.Traits
{
var mobile = self.traits.Get<Mobile>();
yield return Centered(anim.Image, self.CenterLocation);
yield return Centered(turretAnim.Image, self.CenterLocation
yield return Util.Centered(anim.Image, self.CenterLocation);
yield return Util.Centered(turretAnim.Image, self.CenterLocation
+ Util.GetTurretPosition(self, self.unitInfo.PrimaryOffset, primaryRecoil));
if (self.unitInfo.SecondaryOffset != null)
yield return Centered(turretAnim.Image, self.CenterLocation
yield return Util.Centered(turretAnim.Image, self.CenterLocation
+ Util.GetTurretPosition(self, self.unitInfo.SecondaryOffset, secondaryRecoil));
}

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@@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
@@ -88,5 +90,11 @@ namespace OpenRa.Game.Traits
return (RotateVectorByFacing(new float2(offset[0], offset[1]), quantizedFacing, .7f) + GetRecoil(self, recoil));
}
public static Pair<Sprite, float2> Centered(Sprite s, float2 location)
{
var loc = location - 0.5f * s.size;
return Pair.New(s, loc.Round());
}
}
}

View File

@@ -372,14 +372,19 @@ Description=Attack Dog
BuiltAt=KENN
[E1]
Description=Rifle Infantry
Traits=InfantrySquad,Mobile
SquadSize=3
[E2]
Description=Grenadier
[E3]
Description=Rocket Soldier
Traits=InfantrySquad,Mobile
SquadSize=2
[E4]
Description=Flamethrower
[E6]
Description=Engineer
Traits=InfantrySquad,Mobile
[SPY]
Description=Spy
[THF]